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https://github.com/luanti-org/luanti.git
synced 2025-10-22 20:35:24 +02:00
Remove unused pos_max_d
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@@ -209,7 +209,7 @@ bool LocalPlayer::updateSneakNode(Map *map, const v3f &position,
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return true;
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}
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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void LocalPlayer::move(f32 dtime, Environment *env,
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std::vector<CollisionInfo> *collision_info)
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{
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// Node at feet position, update each ClientEnvironment::step()
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@@ -218,7 +218,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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// Temporary option for old move code
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if (!physics_override.new_move) {
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old_move(dtime, env, pos_max_d, collision_info);
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old_move(dtime, env, collision_info);
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return;
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}
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@@ -320,17 +320,6 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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nodemgr->get(node2.getContent()).climbable) && !free_move;
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}
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15f * BS;
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// This should always apply, otherwise there are glitches
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sanity_check(d > pos_max_d);
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// Player object property step height is multiplied by BS in
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// /src/script/common/c_content.cpp and /src/content_sao.cpp
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float player_stepheight = (m_cao == nullptr) ? 0.0f :
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@@ -341,7 +330,7 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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const v3f initial_speed = m_speed;
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f, m_cao);
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bool could_sneak = control.sneak && !free_move && !in_liquid &&
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@@ -528,12 +517,12 @@ void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d,
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m_can_jump = m_can_jump && jumpspeed != 0.0f;
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// Autojump
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handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
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handleAutojump(dtime, env, result, initial_position, initial_speed);
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}
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void LocalPlayer::move(f32 dtime, Environment *env, f32 pos_max_d)
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void LocalPlayer::move(f32 dtime, Environment *env)
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{
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move(dtime, env, pos_max_d, NULL);
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move(dtime, env, nullptr);
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}
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void LocalPlayer::applyControl(float dtime, Environment *env)
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@@ -827,7 +816,7 @@ void LocalPlayer::accelerate(const v3f &target_speed, const f32 max_increase_H,
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}
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// Temporary option for old move code
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void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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void LocalPlayer::old_move(f32 dtime, Environment *env,
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std::vector<CollisionInfo> *collision_info)
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{
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Map *map = &env->getMap();
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@@ -924,15 +913,6 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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is_climbing = (nodemgr->get(node.getContent()).climbable ||
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nodemgr->get(node2.getContent()).climbable) && !free_move;
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/*
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Collision uncertainty radius
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Make it a bit larger than the maximum distance of movement
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*/
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//f32 d = pos_max_d * 1.1;
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// A fairly large value in here makes moving smoother
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f32 d = 0.15f * BS;
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// This should always apply, otherwise there are glitches
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sanity_check(d > pos_max_d);
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// Maximum distance over border for sneaking
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f32 sneak_max = BS * 0.4f;
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@@ -971,7 +951,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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const v3f initial_speed = m_speed;
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collisionMoveResult result = collisionMoveSimple(env, m_client,
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pos_max_d, m_collisionbox, player_stepheight, dtime,
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m_collisionbox, player_stepheight, dtime,
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&position, &m_speed, accel_f, m_cao);
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// Position was slightly changed; update standing node pos
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@@ -1155,7 +1135,7 @@ void LocalPlayer::old_move(f32 dtime, Environment *env, f32 pos_max_d,
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}
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// Autojump
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handleAutojump(dtime, env, result, initial_position, initial_speed, pos_max_d);
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handleAutojump(dtime, env, result, initial_position, initial_speed);
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}
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float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
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@@ -1178,8 +1158,7 @@ float LocalPlayer::getSlipFactor(Environment *env, const v3f &speedH)
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}
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void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
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const collisionMoveResult &result, const v3f &initial_position,
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const v3f &initial_speed, f32 pos_max_d)
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const collisionMoveResult &result, v3f initial_position, v3f initial_speed)
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{
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PlayerSettings &player_settings = getPlayerSettings();
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if (!player_settings.autojump)
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@@ -1235,7 +1214,7 @@ void LocalPlayer::handleAutojump(f32 dtime, Environment *env,
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v3f jump_speed = initial_speed;
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// try at peak of jump, zero step height
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collisionMoveResult jump_result = collisionMoveSimple(env, m_client, pos_max_d,
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collisionMoveResult jump_result = collisionMoveSimple(env, m_client,
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m_collisionbox, 0.0f, dtime, &jump_pos, &jump_speed, v3f(0.0f), m_cao);
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// see if we can get a little bit farther horizontally if we had
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